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Patch 1.4 PTR Notes (updated 9/8) - Page 35

Forum Index > Closed
9040 CommentsPost a Reply
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 25 2011 02:28 GMT
#681
Huge buff to protoss macro play. VERY sad as a zerg going up against Toss that doesn't use blink all ins.
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
August 25 2011 02:28 GMT
#682
On August 25 2011 11:26 henreiman wrote:
+5 for 150/150 is a bit silly. I'm all for making BFH less powerful (even as Terran), but maybe decrease the cost to 100/100? Also, 60->65 seems totally unnecessary. The only thing I can think of is the 2rax, but I thought most Zergs had basically figured that one out already? Even 5s more is going to surprisingly throw off T build orders centered around 15oc (read: every single one). Maybe even 16oc now.


Baaaaaaw, 5 damage on a splash unit for 150/150, baaaaaaaaaaaw

You do know marines get +1 damage/1 target for 100/100 right? :|

Blue Flame doesn't even need to exist and hellions would still be viable.
TA.GaMei
Profile Joined August 2010
Dominican Republic23 Posts
August 25 2011 02:28 GMT
#683
On August 25 2011 10:22 ZAiNs wrote:
Show nested quote +
On August 25 2011 10:20 malaan wrote:
can someone please explain the reasonning behind increasing barracks build time..?


It's a subtle Bunker nerf, the fastest possible Bunker is now 5 seconds later.


i really think this will have to other races scout more in the terran base, most of the time u had a little
time to figure out what the terran opening will be, since the marine used to come out so early
PopcornColonel
Profile Joined March 2011
United States769 Posts
August 25 2011 02:28 GMT
#684
Really looking forward to some more immortal play Range increase is a huge buff.
Zerg delenda est.
Headnoob
Profile Joined September 2010
Australia2108 Posts
August 25 2011 02:28 GMT
#685
Immortal change looks awesome.

Terran changes kinda make me sad though, i really didn't think the barracks needed a longer build time.
Turo
Profile Blog Joined October 2010
Canada333 Posts
August 25 2011 02:28 GMT
#686
I would like to know how the decreasing vision range up ramps will improve PvP 4gate!
Predateur
Profile Joined August 2010
Canada79 Posts
August 25 2011 02:29 GMT
#687
I wonder if the immortal buff will make it more usefull, this unit was always dancing behind your units, and don't put it in front or you get it killed in 2sec by marines/lings, we will have to see.

I would have liked a nerf to marauders conc. shell (increase research or need armory to upgrade or it cannot slow 2 times the same unit in a row so we can escape) and this patch would be perfect
jonathan1
Profile Joined October 2010
United States395 Posts
August 25 2011 02:29 GMT
#688
as a zerg player im so happy they nerfed infestors, since the last patch they have been such a crutch for retards that i was starting to apologize for playing my race
scarper65
Profile Blog Joined January 2011
1560 Posts
August 25 2011 02:29 GMT
#689
Barracks change is pretty ridiculous. It is already hard enough for terrans to hold of fast expands due to stim and bunker nerfs
doomed
Profile Joined May 2010
Australia420 Posts
August 25 2011 02:29 GMT
#690
Whaaaaaaaaaaaaaaat !!!!!

Is this Live on the PTR yet ?!? fuuuc^$%# this is awesome
L3gendary
Profile Joined October 2010
Canada1470 Posts
August 25 2011 02:29 GMT
#691
On August 25 2011 11:27 SnowK wrote:
Show nested quote +
On August 25 2011 11:22 wklbishop wrote:
Ok, I just checked and did the math, BFH still 2 shot workers. Bleh.

Still happy by the overall changes.


K..

Ground Attack:
8(+1)
+6 (+1) vs Light
Total: 14 vs. Light


+16 (+1) vs Light
Total: 24 vs. Light
(Infernal Pre-Igniter)

After 1.4
+11 (+1) vs Light
Total: 19 vs. Light

19x2 = 38


What does the (+1) mean tho?
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
Plutonik
Profile Blog Joined April 2011
Canada329 Posts
August 25 2011 02:29 GMT
#692
On August 25 2011 10:51 humbre wrote:
i will lol if now nexus first vs terran will be viable strategy


yes, 5 second increase in barracks will make sure that all pvt is nexus first...
TA.GaMei
Profile Joined August 2010
Dominican Republic23 Posts
August 25 2011 02:30 GMT
#693
On August 25 2011 10:30 Gevna wrote:
Increase build time of rax could be a start to nerf 1-1-1. Add 5 more sec to scout, and nerf really slightly the timing of a 2 rax.

Really good patch in my eyes, so hurry for it !


Yes this Add 5 more sec to scout
TT1
Profile Blog Joined December 2008
Canada10095 Posts
August 25 2011 02:30 GMT
#694
On August 25 2011 11:24 TA.GaMei wrote:
Show nested quote +
On August 25 2011 10:46 TT1 wrote:

Barracks
Build time increased from 60 to 65
= ?

= ok


This will help other races to scout better, why ppl doesnt realize about this?

As protoss player this will have a ton, about knowing what opening Terran will do.


ok but that was never a problem in the first place
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
pyaar
Profile Blog Joined August 2010
United States423 Posts
August 25 2011 02:30 GMT
#695
On August 25 2011 11:29 L3gendary wrote:
Show nested quote +
On August 25 2011 11:27 SnowK wrote:
On August 25 2011 11:22 wklbishop wrote:
Ok, I just checked and did the math, BFH still 2 shot workers. Bleh.

Still happy by the overall changes.


K..

Ground Attack:
8(+1)
+6 (+1) vs Light
Total: 14 vs. Light


+16 (+1) vs Light
Total: 24 vs. Light
(Infernal Pre-Igniter)

After 1.4
+11 (+1) vs Light
Total: 19 vs. Light

19x2 = 38


What does the (+1) mean tho?


Upgrade increment.
ssartor
Profile Joined February 2011
United States129 Posts
August 25 2011 02:30 GMT
#696
Interesting contaminate change, didn't think many people used it, let alone thought it needed a change.


This is to make up for the cheaper overseer cost. Mass contaminate would be more viable due to the cost change and this will make up for it.
"If you don't know, the thing to do is not to get scared, but to learn." — Ayn Rand (Atlas Shrugged)
Grampz
Profile Joined November 2010
United States2147 Posts
August 25 2011 02:30 GMT
#697
On August 25 2011 11:28 Headnoob wrote:
Immortal change looks awesome.

Terran changes kinda make me sad though, i really didn't think the barracks needed a longer build time.

i honestly think that change was made for close distance spawn maps, so that quick aggression wont be so fucking powerful, like losing a stalker early because you have conc shell right there or something
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
Last Edited: 2011-08-25 02:31:18
August 25 2011 02:30 GMT
#698
is the PTR server up??? i cant find any info T_T

On August 25 2011 11:29 L3gendary wrote:
Show nested quote +
On August 25 2011 11:27 SnowK wrote:
On August 25 2011 11:22 wklbishop wrote:
Ok, I just checked and did the math, BFH still 2 shot workers. Bleh.

Still happy by the overall changes.


K..

Ground Attack:
8(+1)
+6 (+1) vs Light
Total: 14 vs. Light


+16 (+1) vs Light
Total: 24 vs. Light
(Infernal Pre-Igniter)

After 1.4
+11 (+1) vs Light
Total: 19 vs. Light

19x2 = 38


What does the (+1) mean tho?


+1 damage per attack upgrade
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kanuck
Profile Joined March 2011
Canada50 Posts
August 25 2011 02:31 GMT
#699
"General

Unit vision up ramps has been reduced by 1."

im surprised no one seems to be talking about this, this seems huge to me.



also the barracks nerf seemed like a slap in the face to terrans. No real reason given or needed, just ever blizzard patch has to nerf terran a bit more than anyone else. (i play random so i like to think im unbiased)
There is no failure. Only feedback.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
August 25 2011 02:31 GMT
#700
Help me out here:

Infestor:
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored)

Is that supposed to be a nerf? Difference seems very small.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
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